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Xx pr0c0d3r xX

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  1. i wont post public updates anymore sorry
  2. hi every1 Xx pr0c0d3r xX here i just want 2 tell u that ive been working on game-specific code and that ill b doing that until i show off the game
  3. > Your whole function is hard coded. You typed numbers in. its 1 retarded mistake, fixed it, same efficiency results.
  4. > Where because his the argument changes it has to do a bit more work. i what cuz feel argument 3 same > In this case of a hardcoded value it may just return the value without doing any of your code at all. wat hardcoded value? > Depending on your compiler it will do a ton of optimizations for you automatically. yes i agree, thats the most probable source of the problem. but theres not that much c# compilers going around. i tested on vs, they most likely run mono. y such disrepency between the two methods?
  5. both dungeons of fayte and realm of the mad god have gfx from the set oryx posted on tigsource during assemblee. that set got expanded and is available on oryxs website as 1 royalty free gfx pack : [http://oryxdesignlab.com/sprites/](http://oryxdesignlab.com/sprites/) the gfx used on my c+ orpg engine r coming from that guy 2 1 thing which sets ur shit appart is that oryxs r 8x8 and urs r variable, usualy more than that. it adds uniqueness, but since its more vertical, you have the double-pixel eyes thing. dont b afraid of cutting between pixels 2 stick with the low resolution, its objectively a good thing 2 have better define art. 1 other thing is that oryxs set has its characters always looking on the right, c: ![](http://i.imgur.com/MHCTSJK.png) urs are always facing straight. if u want ur things 2 b used, ull need sprites facing sides. u can have the sprites facing straight xtra, but then u kinda need them facing back 4 consistency, and in total thats 3 times as much work. its fine if ur willing to put it out, but otherwise stick with a single sprite facing sides ok? (thats for top-down directional WASD movement btw, obv u can use ur current sprites 4 other kinds of games, like a projectile physics game 4 instance) 1 other thing is that catapulted oryxs shit into popularity is the two-frame animations. they do wonder! 4 the programmer, its ez to implement, 4 u, its ez 2 draw, 4 the player, its a thousand times better than nothing. obv there could b a programatic method 2 animate those sprites, but oryxs stuff shine with the thought put into those animations, even when little needed, its there. capes will move in wind, robes will follow the body, coins will flip and all these nifty details which add up to a polished gfx design 4 the game. 1 other thing is that u need 2 is that at this resolution, u need 2 remove all necessary interpretation of the sprite. thats done very good in the king sprite, with the crown and majestic robe, its all super clear. on the flipside if u look at the 6th guy u dont know whats going on in there. is that a cape behind him? do he have purple feet floating in the air? wait, is this shit a diadem? 1 other example is the left arm of the second guy. is he pulling out a gun in a cowboy fite? the right arm is gud, its a shield, although the arm is at the same height as the shield, so thats a bit hard 2 understand 2\. the fix to those things is, again, dont b afraid 2 play inbetween the pixels by raising the resolution about the tiles, all that matters really from what ur putting is the texture and coloring of the center tile. the transitions as ur making them can b programmed in the engine or precalculated. so make sure 2 use meaningful textures, like the grass and dirt one. the water, blased land and snow ones r just not up to par. the tree in the top-left mockup looks like its doing the middle finger. the palm tree has 2 much green going down.
  6. ``` static void Main(string[] args) { int number = Convert.ToInt16("0101", 2); ++number; Console.Out.WriteLine(number); Console.Out.Write(Convert.ToString(number, 2)); Console.ReadKey(); } ``` ik its sad but true 1 weird thing actually worth discussing is that my method is about twice as fast when running on my pc : ![](http://i.imgur.com/LzbpgA7.png) while urs is actually also about twice as fast on 1 online compiler : ![](http://i.imgur.com/K7CLzcE.png) c [http://ideone.com/bTmhVJ](http://ideone.com/bTmhVJ) heres the performance test source if the ideone link goes down : [http://pastebin.com/raw.php?i=9z7yL6Q5](http://pastebin.com/raw.php?i=MfYu9fPz)
  7. hi every1 Xx pr0c0d3r xX here its been awhile bcuz the thread was locked im here 4 the updates 2 the c+ orpg engine like last time i went the smart route and took notes of the change i put them in different categories lol : * added getNumberOfComponents() 2 ComponentsHolder * added clearComponents() 2 ComponentsHolder * made Thing a ComponentsHolder server-side * added isDuplicable() 2 components and made it so u cant add a non-duplicable component 2 a ComponentsHolder this 1 is pretty straightforward * created TileRenderer * created TileRendererFactory * added a TileRenderer to Tile * created TopDownTileRenderer * added draw() method 2 Component * TerrainRenderer now saves a list of ptrs 2 Tiles instead of sprites and a list of ptrs 2 fringe ones * terrain renderering is now moar performant * removed callbacks 4 terrain resisze on TileRendererTileRenderer is expected to buffer the rendering data (sprites) about the tile its renderering, so changing data in Terrain should do the trick so this is the terrain renderer rework i was talking about which was sparked by JeffSventora so thx JeffSventora u can check the code 4 moar details * added getTiles() 2 Terrain * added global zoomFactor in rpgclient.cpp * added a clear to components in Tile::loadFromSerializedTile * ThingsManager::getThingById now returns a shared_ptr of a Thing instead of a reference * renamed ThingsManager::thingExistsById 2 hasThingById 4 consistency * fixed healthcomponent 2 override loadDataFromStream instead of loadDataFromString * added init() 2 all inner_init() * added ordering channel to Player::send and Thing::send * moved the debug text 2 let room 4 the xp and level gui * changed color of text in guichat these r just fixes and refactoring, there r alot moar of those bcuz i didnt note them all down * added GUIRenderLayer 2 display the current render layer u can c the difference in layers rendering in these pix : ![](http://i.imgur.com/caCfSzX.png) ![](http://i.imgur.com/3s5Khs7.png) ![](http://i.imgur.com/uzzt3LA.png) * middle-clicking in the map editor will clear the components from a tile i still need a proper gui 2 be able to edit individual components but this is a good start * added /fill [layer] command this 1 is useful also the layer argument is optional if its missing its gonna fill all the layers * added tilegroups support to the tileselectionwindow looks like this now : ![](http://i.imgur.com/s5cYiJ2.png) * added a generated "error" asset to AssetsManager basically when theres a problem loading an asset itll display 1 error text instead. this error dont require 1 asset, but still need the font * added icon.png which will b loaded as the window's icon its loaded at runtime so u can edit the file 4 ur game ![](http://i.imgur.com/2EsILhI.png) * added ExperienceComponent, LevelComponent, GUIExperienceBar and GUILevel its still not customizable but the logic is all there, c the gui : ![](http://i.imgur.com/aAXyozs.png) * created GUIMapTilePropertiesTags which is meant 2 display generated tags based on components name on the map theres still 1 problem with the view on this 1\. theres 1 sfml view used 2 render the game world, that view follows the player around, but it also zoom on the world with a 2x factor. i need 2 get rid of the zoom bcuz its ridiculous 2 work around it 2 render things which must b in the game world but unzoomed like text. c it here : ![](http://i.imgur.com/veter33.png) now 4 the next update i want 2 focus on gameplay stuff. ik theres still work 2 b done about the engine but i really want 2 play something. so ill add the ranged combat component, a basic proximity mob ai, a warp tile component 2, the ability to set warps on the sides of the map and an inventory/loot system.
  8. ![](http://i.imgur.com/CDidSYP.png) this is very simple obv cuz im not very c#/.net smart, but i guess in the end its kind of what people may want
  9. u need windows 2 run eclipse sorry. yes its normal that ur windows vps is pricier
  10. accept the pull request and its gonna b fine
  11. Xx pr0c0d3r xX

    C++11

    my engine use shared_ptr, lambda and i wanted 2 use variadic templates 4 the messages sent between the components but it was 2 hard 4 me
  12. lenton this seem like 1 gud idea i read this : [http://git-scm.com/book/en/Git-Branching-Basic-Branching-and-Merging](http://git-scm.com/book/en/Git-Branching-Basic-Branching-and-Merging) and this : [https://guides.github.com/introduction/flow/](https://guides.github.com/introduction/flow/) 1 problem is that i pushed to my main branch, so im stuck i think
  13. im 1 git noob so i have 1 question if u dont accept the pull request, how do i create another pull request for another feature which dont have the code 4 the ignore one?
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